Project64MM(Memory Mod) 1.0 - 模擬器
By Ivy
at 2013-05-14T15:31
at 2013-05-14T15:31
Table of Contents
http://www.smwcentral.net/?p=viewthread&t=63820&page=1&pid=1038244#p1038244
I'm currently working on an extension of the RDRAM. Yes, it is possible, and
the possibilites are unlimited here. I was able to extend the RDRAM for
example to 12MB RDRAM, giving 8MB RDRAM freespace. (Without using frauber's
level importer).
Here is a picture, where I successfuly got ROM with 12MB RDRAM running:
http://dl.dropboxusercontent.com/u/5322563/09-05-2013%2019-02-58.png
I'm releasing it here, with source code, when I fixed the "unprotected
error", which prevents me to add code into those extended RDRAM areas. That's
because I have to rewrite a lot of parts in the PJ64 source code.
If you want to try it on a real N64 console, you need to have a little bit
experience with soldering. A while ago, I've soldered with friends two 36MBit
chips onto a rev 5 and used the expansion pak, reaching a 4 + 4 + 4 = 12MB
RDRAM. Of course, it's completly useless on a real N64 console, unless you
are writing own software for it/using a hacked ROM, that uses this RDRAM.
It's possible, that the game couldn't handle more than 20,000 polygons. There
is a way to fix this, however this would take a rewriting of the complete ROM
and RAM reading instructions. I will look into this, after I fixed the
unprotected error.
I've released the 1.0 of Project64MM:
http://db.tt/WOLDatgC
(This version gives freespace of RAM from 0x80400000 to 0x80FFFFFF. This is
the max I could reach. More than that, is not possible as it seems.)
Instructions:
Start up PJ64 as usual, go to Options and set:
4MB -> 8MB. (The 8MB aren't really 8MB, they're actually over 12MB RDRAM. I
forgot to change that, but well, VC++ 6.0 is out and shit and so I didn't
have an idea how to fix that.)
Currently Bugs:
- Fixing 2 LW compilation errors and 2 SW compilation errors.
If you find any other bugs, report them here. Just saying, the 1.0 isn't a
release yet, it's more like a test version, if it works.
Greetz,
Tarek701.
--
I'm currently working on an extension of the RDRAM. Yes, it is possible, and
the possibilites are unlimited here. I was able to extend the RDRAM for
example to 12MB RDRAM, giving 8MB RDRAM freespace. (Without using frauber's
level importer).
Here is a picture, where I successfuly got ROM with 12MB RDRAM running:
http://dl.dropboxusercontent.com/u/5322563/09-05-2013%2019-02-58.png
I'm releasing it here, with source code, when I fixed the "unprotected
error", which prevents me to add code into those extended RDRAM areas. That's
because I have to rewrite a lot of parts in the PJ64 source code.
If you want to try it on a real N64 console, you need to have a little bit
experience with soldering. A while ago, I've soldered with friends two 36MBit
chips onto a rev 5 and used the expansion pak, reaching a 4 + 4 + 4 = 12MB
RDRAM. Of course, it's completly useless on a real N64 console, unless you
are writing own software for it/using a hacked ROM, that uses this RDRAM.
It's possible, that the game couldn't handle more than 20,000 polygons. There
is a way to fix this, however this would take a rewriting of the complete ROM
and RAM reading instructions. I will look into this, after I fixed the
unprotected error.
I've released the 1.0 of Project64MM:
http://db.tt/WOLDatgC
(This version gives freespace of RAM from 0x80400000 to 0x80FFFFFF. This is
the max I could reach. More than that, is not possible as it seems.)
Instructions:
Start up PJ64 as usual, go to Options and set:
4MB -> 8MB. (The 8MB aren't really 8MB, they're actually over 12MB RDRAM. I
forgot to change that, but well, VC++ 6.0 is out and shit and so I didn't
have an idea how to fix that.)
Currently Bugs:
- Fixing 2 LW compilation errors and 2 SW compilation errors.
If you find any other bugs, report them here. Just saying, the 1.0 isn't a
release yet, it's more like a test version, if it works.
Greetz,
Tarek701.
--
Tags:
模擬器
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